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Thread: My PETITION Devs Help. Earn training by Combat points (like ground), NOT MISSIONS (stuck T3)

Treena_Daal
Wed Apr 20, 2005 8:51 am
#27



chessdemon wrote:
and if you ever want to fly on my multiplayer ship sometime, whatever it is (I forget), first I actually have to get to it


We get the VT-49 Decemator. Which is, in my opinion, the coolest of the 3 multi-person ships.
chessdemon
Wed Apr 20, 2005 10:28 am
#28



Treena_Daal wrote:


chessdemon wrote:
and if you ever want to fly on my multiplayer ship sometime, whatever it is (I forget), first I actually have to get to it


We get the VT-49 Decemator. Which is, in my opinion, the coolest of the 3 multi-person ships.



Ahh, thanks, couldn't recall (and since I'm stealing time away from work surfing the forums...didn't really want to compound my crime by looking up SWG stuff too ).



--Chess Melodi, Sunrunner galaxy

Past master of the Marksman and Commando professions, since retired
Master of the Teras Kasi profession
Master of the Swordsman profession
Master of the Imperial Pilot profession
Master of the Shopping profession
Master of the Interior Decorating profession
Master of the Roleplaying profession
Master of the Fishing profession
Imperial Colonel
No wonder I can't wear my uniform cap--I wear too many hats already!

chessdemon
Wed Apr 20, 2005 11:14 am
#29



Ghost-Raven wrote:
You guys really need to learn astromech abilities and get some programs running then things would be a lot easier ...consult a shipwright for info on this if your 1/1/1/1 you can run v2 interface with wo , eo, cap overload and ro 2 and 3 programs. This will hel tremdously. 2/2/2/2 can run v2 interface with overload 3. I grinded 3 aces by myself Solo doing this, knowing the astromech and programs is a huge plus



Honestly still know diddly about the droid programs...perhaps I'll look into that further, while I'm still stuck at 2/2/2/2.



--Chess Melodi, Sunrunner galaxy

Past master of the Marksman and Commando professions, since retired
Master of the Teras Kasi profession
Master of the Swordsman profession
Master of the Imperial Pilot profession
Master of the Shopping profession
Master of the Interior Decorating profession
Master of the Roleplaying profession
Master of the Fishing profession
Imperial Colonel
No wonder I can't wear my uniform cap--I wear too many hats already!

Treena_Daal
Wed Apr 20, 2005 11:18 am
#30

Ditto. But, then again, I actually fly with people, so I don't really have to know much about them. We cover each other, and things work out really well.
chessdemon
Wed Apr 20, 2005 11:37 am
#31



Treena_Daal wrote:
Ditto. But, then again, I actually fly with people, so I don't really have to know much about them. We cover each other, and things work out really well.



Considered talking my guildmates into doing this. A whole squadron of TIEs going out...and at least one Krayt or whatever it is Dalnara has if she's about...I think that would be awesome. For whatever missions we have, but also just for going out and blasting away at Rebels.



--Chess Melodi, Sunrunner galaxy

Past master of the Marksman and Commando professions, since retired
Master of the Teras Kasi profession
Master of the Swordsman profession
Master of the Imperial Pilot profession
Master of the Shopping profession
Master of the Interior Decorating profession
Master of the Roleplaying profession
Master of the Fishing profession
Imperial Colonel
No wonder I can't wear my uniform cap--I wear too many hats already!

Treena_Daal
Wed Apr 20, 2005 11:40 am
#32

It's loads and loads of fun. Especially once you start getting into MP ships. I don't have one of my own yet, but I've had a great time gunning on YTs and co-piloting on Decemators.
Ghost-Raven
Wed Apr 20, 2005 11:48 am
#33

ok heres some info
Reactor Overload = increase reactor power saving you mass..( means u can use a lower mass/gen reactor and still power the ship

Engine overload = Incrrease in engine power and effeciency (More Speed)

Weapon Overload= increases the power of the weapon

Capacitor Oveload=Increases cap aenergy.

Cap to Shield Shunt = Takes the cap energy and directs it towards shields , for a few sec you will have reduced cap power.

for 2/2/2/2

run EO2 RO2 WO2 get cap oveload chip from SW you wont be able to ad cap to shield til level 3 or v3 interface.

power up at space port run each program then your set until you are done flying remember before u land repair ship so all paramaters are set back to normal.

You will need a droid interface too and the lower the speed the faster the programs will load.

hope this helps

Message Edited by Ghost-Raven on 04-20-2005 11:51 AM



ssz . Serrenity. zss
(gggggggggggggggggIWXnnn][[[[c]]]]]nnnWXIggggggggggggggggg)
"Who we gonna find in there when she wakes up? The girl? Or the weapon?"

Theed Mall - Naboo- Vendor Serrenity (-6699, 4195 )

---------------EMPIRE--------------
Y
StressLess
Wed Apr 20, 2005 1:17 pm
#34






ValiantHalibut wrote:





Nick231 wrote:
GOD FORBID you have to do something with some other people in an MMORPG...

The mission can be done solo, you just have to know where the static spawn NPC's are and go around them. With a wingman this mission's a breeze (I'm assuming your talking about Storm Squadron, which is arguably the hardest of all 9 pilot proffessions.)

You want to have fun later on, but in all honesty blowing the 'vette or rebel stations is only fun soo many times. The fun came from doing the missions themselves on the way to pilot.






I agree. After buffs and solo groups became the norm, people in this game began to feel like they should be able to do anything solo. That's not how it works - this is an MMO. You knew that coming in. If you want to play solo, load up X-Wing Alliance.




Jeeze man!! Trying to advance in a profession isn't like going after thefame and glory of some uber loot!! You just SHOULDN'T have to group to advance! Interaction with other players SHOULD be optional (with the higher rewards that cooperation should give you), just because your there DOESN'T mean that I want to have ANYTHING to do with you!!


Soloing isn't about THINKING you're buff enough to take on anything (it's such a poor and sad outlook on your fellow game players to even think as such, shame on you!), it's about playstyles and preferences! As a solo player I buy uber loot off the Bazaar or vendors when I need it, but believe me I have no misconception that I can take on creatures designed for groups (I REALLY hate dying)!! But then, except in space, I've never needed to take on any for advancement in the professions I've chosen! So why should I in space?





-- "I don't play this game because I WANT to play with other people, I play this game because every time I log in, the universe is different BECAUSE it is constantly being changed by other people (this is the basic way any Soloist thinks, if you understand it you understand WHY someone would pay the same money as someone who likes to group but instead chooses to solo)! Multi-Player is what brings the SWG world alive (real people, other players, make SWG so wonderfully dynamic). I just don't treat SWG like it was a chat room, I don't play to socialize and I resent forced grouping!"
chessdemon
Wed Apr 20, 2005 2:07 pm
#35



StressLess wrote:

Jeeze man!! Trying to advance in a profession isn't like going after the fame and glory of some uber loot!! You just SHOULDN'T have to group to advance! Interaction with other players SHOULD be optional (with the higher rewards that cooperation should give you), just because your there DOESN'T mean that I want to have ANYTHING to do with you!!

Soloing isn't about THINKING you're buff enough to take on anything (it's such a poor and sad outlook on your fellow game players to even think as such, shame on you!), it's about playstyles and preferences! As a solo player I buy uber loot off the Bazaar or vendors when I need it, but believe me I have no misconception that I can take on creatures designed for groups (I REALLY hate dying)!! But then, except in space, I've never needed to take on any for advancement in the professions I've chosen! So why should I in space?





Common enough view, StressLess, unfortunately I agree, you shouldn't be forced to group for everyday things (whether tier missions are everyday I'm honestly not sure, but still...). I worked my way up to TKM/Master Commando more than 95% on my own, a lot of times going solo helps a great deal, it gives you time to think about what your abilities can do, what doing X does to Y, that sort of thing. I probably would've gotten there a lot faster, and with fewer deaths, if I'd been with a group every step of the way, but I think I learned more by stumbling. And it gave me an odd sense of pride to have this conversation with an entertainer I know in Theed:

"Chess! Haven't seen you in forever!"
"Yeah, finished my masteries up a few weeks ago."
"Oh? What're ya?"
"TKM/Master Commando."
"Oooh, kewl. So you're not dying so much anymore? Seems like we always seeya when you've died "
"*giggle* Yep, you got it exactly."

Don't honestly think I died THAT often, but what do I know I don't keep score of such nonsense. Again, I agree, sure it's an MMORPG (everybody forgets the most important part), but how's it any less vital if I spend my time hunting the wilds of Dant on my own, wiping out families of Janta or whatever, while carrying on a running conversation with guildies and other friends? Everybody's got their own style, their own methods of playing, there's certainly no reason for a 'If you don't wanna group up for everything, play ______ instead' attitude. I don't think any less of anyone who does wanna group up for everything.



--Chess Melodi, Sunrunner galaxy

Past master of the Marksman and Commando professions, since retired
Master of the Teras Kasi profession
Master of the Swordsman profession
Master of the Imperial Pilot profession
Master of the Shopping profession
Master of the Interior Decorating profession
Master of the Roleplaying profession
Master of the Fishing profession
Imperial Colonel
No wonder I can't wear my uniform cap--I wear too many hats already!

Satch_of_GL
Wed Apr 20, 2005 2:18 pm
#36


Jeeze man!! Trying to advance in a profession isn't like going after the fame and glory of some uber loot!! You just SHOULDN'T have to group to advance! Interaction with other players SHOULD be optional (with the higher rewards that cooperation should give you), just because your there DOESN'T mean that I want to have ANYTHING to do with you!!

Soloing isn't about THINKING you're buff enough to take on anything (it's such a poor and sad outlook on your fellow game players to even think as such, shame on you!), it's about playstyles and preferences! As a solo player I buy uber loot off the Bazaar or vendors when I need it, but believe me I have no misconception that I can take on creatures designed for groups (I REALLY hate dying)!! But then, except in space, I've never needed to take on any for advancement in the professions I've chosen! So why should I in space?






There are only 2 or 3 missions per pilot profession that need to be grouped. Grinding for XP turns JTL right back into the ground game. Why not just find a continuous spawn and sit there until ace? That would be useless and there's absolutely no story arc to go with that. BORING! If you need help, set up a pilots chat room on your server and advertise it. There are plenty of people who need help and plenty willing to offer help. I took a newbee up in my Aggressor the other night and it was a blast. We managed to get nearly all of the 500K XP she needed and she saw things like corvettes booming. Hopefully, another hooked pilot.



-------------------------------------------------------------------------------------------

World traveler, intelligence expert, soldier of fortune, bartender and bass player, casual hero.

"Venne, vide, fuggi."
Gruug
Wed Apr 20, 2005 6:29 pm
#37

I for one am getting so tired of seeing people complain about a mission being too hard. Give me a break please! Get a group and go do it! Don't you have any friends to fly with? Then go find some! It really is not that hard. Stop being so anti-social!





Have a nice day!

Mikivaup Gruug
Elder Jedi/Master Pilot/
Alt is a Bounty Hunter/
3rd Character is a Shipwright/

Time has come to start on SWG 2! Will be here myself till SWG 2 or Star Trek Online...whichever comes first!

http://www.myspace.com/gruug
chessdemon
Thu Apr 21, 2005 12:40 am
#38



Ghost-Raven wrote:
ok heres some info
Reactor Overload = increase reactor power saving you mass..( means u can use a lower mass/gen reactor and still power the ship

Engine overload = Incrrease in engine power and effeciency (More Speed)

Weapon Overload= increases the power of the weapon

Capacitor Oveload=Increases cap aenergy.

Cap to Shield Shunt = Takes the cap energy and directs it towards shields , for a few sec you will have reduced cap power.

for 2/2/2/2

run EO2 RO2 WO2 get cap oveload chip from SW you wont be able to ad cap to shield til level 3 or v3 interface.

power up at space port run each program then your set until you are done flying remember before u land repair ship so all paramaters are set back to normal.

You will need a droid interface too and the lower the speed the faster the programs will load.

hope this helps

Message Edited by Ghost-Raven on 04-20-2005 11:51 AM




Hmm. Good rundown, a lot easier to understand than most I've heard, got me so confused some of them...perhaps I'll see if Skik can get me the chips (very nice Mon Cal shipwright I know). Question, show how clueless I am: will a flight computer (all I have, perhaps all I can get I'm not sure, on my TIE/In) handle the programs, or does it have to be a droid? I can get a droid far as it goes, but I'm honestly not sure if I can use one yet

I think I'll still go for the missions (at least the first one that sent me against over 8 Rebels at a time at one point) with a group, I think, but having any advantage will help...might even try soloing with this trick. What could it hurt, worse that can happen is I go down in flames and wake up with black rot in my HAM bars, then repair the ship, and try again!



--Chess Melodi, Sunrunner galaxy

Past master of the Marksman and Commando professions, since retired
Master of the Teras Kasi profession
Master of the Swordsman profession
Master of the Imperial Pilot profession
Master of the Shopping profession
Master of the Interior Decorating profession
Master of the Roleplaying profession
Master of the Fishing profession
Imperial Colonel
No wonder I can't wear my uniform cap--I wear too many hats already!

psikobunny
Thu Apr 21, 2005 12:51 am
#39

It's actually a lot of fun to "double up" on some missions, if you can find a pilot that is at the same stage as you.

This works best for tiers 1-2, but it certainly eases the monotony of the early escorts, and makes them feel more "real"

A convoy of 1-3 ships in line is a lot of fun to defend, when the foes arent that tough. Story missions all follow matching

waypoints, so it's easy.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



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